Updated BattleScripting addresses
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@@ -493,6 +493,8 @@ extern struct BattleStruct *gBattleStruct;
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#define SET_STATCHANGER(statId, stage, goesDown)(gBattleScripting.statChanger = (statId) + (stage << 4) + (goesDown << 7))
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// NOTE: The members of this struct have hard-coded offsets
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// in include/constants/battle_script_commands.h
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struct BattleScripting
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{
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s32 painSplitHp;
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@@ -1,34 +1,31 @@
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#ifndef GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H
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#define GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H
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// Battle Scripting and BattleCommunication addresses
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#define sPAINSPLIT_HP gBattleScripting
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#define sBIDE_DMG gBattleScripting + 4
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#define sMULTIHIT_STRING gBattleScripting + 8
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#define sDMG_MULTIPLIER gBattleScripting + 0xE
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#define sTWOTURN_STRINGID gBattleScripting + 0xF
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#define sB_ANIM_ARG1 gBattleScripting + 0x10
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#define sB_ANIM_ARG2 gBattleScripting + 0x11
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#define sTRIPLE_KICK_POWER gBattleScripting + 0x12
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#define sMOVEEND_STATE gBattleScripting + 0x14
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#define sBATTLER_WITH_ABILITY gBattleScripting + 0x15
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#define sMULTIHIT_EFFECT gBattleScripting + 0x16
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#define sBATTLER gBattleScripting + 0x17
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#define sB_ANIM_TURN gBattleScripting + 0x18
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#define sB_ANIM_TARGETS_HIT gBattleScripting + 0x19
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#define sSTATCHANGER gBattleScripting + 0x1A
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#define sSTAT_ANIM_PLAYED gBattleScripting + 0x1B
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#define sGIVEEXP_STATE gBattleScripting + 0x1C
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#define sBATTLE_STYLE gBattleScripting + 0x1D
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#define sLVLBOX_STATE gBattleScripting + 0x1E
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#define sLEARNMOVE_STATE gBattleScripting + 0x1F
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#define sFIELD_20 gBattleScripting + 0x20
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#define sRESHOW_MAIN_STATE gBattleScripting + 0x21
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#define sRESHOW_HELPER_STATE gBattleScripting + 0x22
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#define sFIELD_23 gBattleScripting + 0x23
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#define sWINDOWS_TYPE gBattleScripting + 0x24
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#define sMULTIPLAYER_ID gBattleScripting + 0x25
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#define sSPECIAL_TRAINER_BATTLE_TYPE gBattleScripting + 0x26
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// The following correspond to the struct members of BattleScripting by adding their offset
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#define sPAINSPLIT_HP gBattleScripting + 0x00 // painSplitHp
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#define sBIDE_DMG gBattleScripting + 0x04 // bideDmg
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#define sMULTIHIT_STRING gBattleScripting + 0x08 // multihitString
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#define sDMG_MULTIPLIER gBattleScripting + 0x0E // dmgMultiplier
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#define sTWOTURN_STRINGID gBattleScripting + 0x0F // twoTurnsMoveStringId
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#define sB_ANIM_ARG1 gBattleScripting + 0x10 // animArg1
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#define sB_ANIM_ARG2 gBattleScripting + 0x11 // animArg2
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#define sTRIPLE_KICK_POWER gBattleScripting + 0x12 // tripleKickPower
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#define sMOVEEND_STATE gBattleScripting + 0x14 // moveendState
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#define sBATTLER_WITH_ABILITY gBattleScripting + 0x15 // battlerWithAbility
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#define sMULTIHIT_EFFECT gBattleScripting + 0x16 // multihitMoveEffect
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#define sBATTLER gBattleScripting + 0x17 // battler
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#define sB_ANIM_TURN gBattleScripting + 0x18 // animTurn
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#define sB_ANIM_TARGETS_HIT gBattleScripting + 0x19 // animTargetsHit
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#define sSTATCHANGER gBattleScripting + 0x1A // statChanger
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#define sSTAT_ANIM_PLAYED gBattleScripting + 0x1B // statAnimPlayed
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#define sGIVEEXP_STATE gBattleScripting + 0x1C // getexpState
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#define sBATTLE_STYLE gBattleScripting + 0x1D // battleStyle
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#define sLVLBOX_STATE gBattleScripting + 0x1E // drawlvlupboxState
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#define sLEARNMOVE_STATE gBattleScripting + 0x1F // learnMoveState
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#define sPURSUIT_DOUBLES_ATTACKER gBattleScripting + 0x20 // pursuitDoublesAttacker
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#define sRESHOW_MAIN_STATE gBattleScripting + 0x21 // reshowMainState
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#define sRESHOW_HELPER_STATE gBattleScripting + 0x22 // reshowHelperState
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#define sLVLUP_HP gBattleScripting + 0x23 // levelUpHP
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// Array entries for battle communication
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#define MULTIUSE_STATE 0
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